Game piece advancing skill game and methods

ABSTRACT

A game piece advancing skill game having a base with a mole figure that extends upwardly through an opening in the base, and a tower having a bell at its upper end. Another mole character is mounted on the tower and the toy is adapted such that striking the mole character on the base causes the mole character on the tower to be advanced upwardly toward the bell by an amount proportional to the striking force applied to the character on the base. A toy mallet is provided for striking the mole character on the base. In addition, LEDs are provided at spaced intervals on the tower as designated by numerals  1  through  9 . The toy is adapted so that during game play the LEDs on the tower are turned on or off by striking the character on the base so that the mole character on the tower is advanced upwardly to the level of a targeted LED. The targeted LED is then either turned on or off based on game play rules and the player achieves a pre-determined number of points. For example, if the number  6  LED is targeted, a player must strike the mole figure on the base with an appropriate amount of force to cause the mole figure on the tower to be advanced upwardly to the number  6  LED without reaching the number  7  LED. The apparatus includes game play for a number of different games which are based on the concept of turning the LEDs either on or off.

FIELD OF THE INVENTION

The present invention relates generally to toys and more particularly toskill activity toys in which the child performs an activity or a seriesof activities responsive to generated player skill instructions withreference to one or more goal designations.

BACKGROUND OF THE INVENTION

The strong man attraction that would be seen at a carnival or fair wherea player uses a mallet to hit a target which causes an object to travelup a tower towards a bell is well known. At a carnival the goal isalways to hit the bell. Certain mechanisms have been employed in variousversions of the strong man attraction for adding entertainment valueincluding light displays and/or mechanical apparatus. It is also knownto detect the height of travel of the object. For example, as avariation on this, U.S. Pat. No. 1,277,799 to Weber for “Mechanical Toy”issued Sep. 3, 1918 discloses a toy in which a player utilizes a malletfor engaging a plunger on a base to cause a projectile or figure to bepropelled upwardly toward a target figure or bell. The Weber apparatuscauses a flag or an object similarly disposed to be revealedaccompanying the target figure or bell being hit.

However, the prior art fails to disclose a device providing a skill gamein which a player must apply an appropriate amount of force to advanceupwardly to target a pre-designated level on a tower, adapted for a gameplay activity or a series of activities responsive to generated playerskill instructions, e.g., with reference to one or more goaldesignations or in order to score points. Likewise skill games andskill-based activity toys have not been provided in which a player mustapply an appropriate amount of force to a target figure using a malletor the like, in order to cause a second figure to be advanced upwardlyto a pre-designated level adapted for game play in which players attemptto cause a character object to be advanced upwardly to a designatedtarget, a series of targets, or different areas on the tower accordingto instructions.

While children have played with strong man attraction apparatus for sometime, a game piece advancing skill game has not been provided with gameplay for children performing an activity or a series of activitiesresponsive to a generated player skill instruction with reference to oneor more goal designations. Accordingly it would be desirable to providetoys in the form of game piece advancing skill games with methodsemploying a player skill for applying an appropriate amount of force toa target figure in order to cause a second figure to be advancedupwardly to a pre-designated level on a tower.

SUMMARY OF THE INVENTION

In accordance with the present inventions, game piece advancing skillgames and methods facilitate use of a player skill for applying anappropriate amount of force which may be used in connection withassociated game play.

The player skill game apparatus and methods provide two or moredesignations on a playing region intermediate a first end and a secondend of an elongated element with a game piece disposed in relation tothe playing region. In a described embodiment the elongated element canbe provided in sections and is supported in a substantially verticalorientation with a base element. An indicator is provided for generatinga player skill instruction with reference to one or more of thedesignations. An actuator that is player operable in response to theplayer skill instruction, and a game piece disposed in relation to theplaying region can be advanced in response to the player operableactuator. The player skill game apparatus may determine a position ofthe game piece disposed in relation to the playing region with referenceto the designations in response to the player operable actuator, andinformation processing may be provided for generating various modes ofgame play.

Briefly summarized, the inventions relate generally to game pieceadvancing skill games and methods using a player skill for applying anappropriate amount of force to an actuator that is player operable inresponse to the player skill instruction, with a game piece disposed inrelation to the playing region for being advanced in response to theplayer operable actuator. As is more specifically disclosed in thedetailed embodiments the actuator is provided as a lever assembly whichmay include a first figure for use in connection with an appliedstriking force, for example using a mallet or the like, and the gamepiece may be provided as a puck or a second figure to be advancedupwardly to a pre-designated level on an elongated element or tower.

BRIEF DESCRIPTION OF THE DRAWINGS

For the purpose of facilitating an understanding of the inventions, theaccompanying drawings and description illustrate a preferred embodimentthereof, from which the inventions, structure, construction andoperation, and many related advantages may be readily understood andappreciated.

FIG. 1A is a front elevation view of a game piece advancing skill gameassembly embodiment according to the present invention, and FIGS. 1B and1C illustrate an operation thereof with a game piece disposed inrelation to the playing region for being advanced in response to theplayer operable actuator from the base of the embodiment shown;

FIG. 2A is a front elevation view of an elongated tower elementincluding a playing region intermediate a first end and a second end ofthe tower with designations on its playing region; and FIGS. 2B and 2Care perspective views of a game piece showing a mole figure embodimentcomprising as a glamour cap puck and cam surface componentsrespectively, with FIG. 2D showing the game piece disposed in a track inrelation to the playing region for being advanced in accordance with thepresent invention;

FIG. 2E is an electronics schematic diagram showing informationprocessor and related circuitry including light emitting elements andswitches for use in connection with the game piece disposed in thetrack, with the information processor being operatively coupled withswitch elements for determining a position of the game piece disposed inrelation to the playing region for being advanced in accordance with thepresent invention with reference to designations of the playing region;

FIGS. 3A and 3B illustrate perspective and sectional views of a baseelement for use with the tower, the base element of the embodiment shownincorporating an actuator that is player operable according to a playerskill for applying an appropriate amount of force to a target figure;

FIG. 4A illustrates assembly of the elongated tower element fromsections where the elongated element comprises one or more of the hingesshown, and FIGS. 4B and 4C further illustrate the assembly ofintermediate first and second ends, with FIG. 4D showing the first endof the elongated element being receivable with the base element forsupporting the elongated tower element in its substantially verticalorientation in accordance with the present invention; and

FIGS. 5A-E are programming flow charts for the information processorcircuitry of FIG. 2E for operating an indicator generating player skillinstructions with reference to the designations of the game playingregion and the plurality of light emitting and associated switchelements determining positions of the game piece disposed in relation tothe playing region in response to the actuator for a player skillapplying the appropriate amount of force to the target figure in orderto cause the second figure to be advanced upwardly to pre-designatedlevels on a tower with reference to the designations of the game playingregion.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The following description is provided to enable those skilled in the artto make and use the described embodiments set forth in the best modescontemplated for carrying out the invention. Various modifications,however, will remain readily apparent to those skilled in the art. Anyand all such modifications, equivalents, and alternatives are intendedto fall within the spirit and scope of the present invention.

Referring now to the Figures, FIG. 1A shows a front elevation view of atable-top version of the strong man attraction embodiment of a gamepiece advancing skill game assembly 10 which includes a tower orelongated element 12 having a playing region intermediate a first endand a second end of the elongated element with two or more designationsthereon. Herein, the game assembly 10 employs a base 14 having a firstmole FIG. 20 thereon which extends upwardly through an opening 52 in thebase 14, as discussed in connection with FIG. 3A. As shown in FIGS. 1Aand 2A, the elongated tower element 12 has first and second ends of thetower with designations on its playing region, and a track 32 forguiding a game piece puck or (second) mole character 18. Basic operationand control functions are provided through audible and lightedoperations, and further through a multiple button interface in which astart button 24 initiates play for selected games, select button 26 ispressed to select one of multiple games available, and a power buttonswitches power on/off, e.g., hold for 0.5 seconds to turn off. The moleFIG. 20 also provides an actuator which is player operable in responseto the player skill instruction, and a bell which is electronicallyactivated can be further used to confirm number of players for selectedgame activated with puck or mole FIG. 18.

With reference to FIGS. 1B and 1C, the tower has the bell at its upperend. In addition, LEDs are provided at spaced intervals on the tower asdesignated by numerals 1 through 9, 16 a, 16 b, 16 c, 16 d, 16 e, 16 f,16 g, 16 h, 16 i respectively described further below in connection withIndicator/Information processor 72. The tower is adapted so thatstriking the mole character 20 on the base 14 causes the mole character18 on the tower 12 to be advanced upwardly toward the bell by an amountwhich is proportional to the striking force applied to the character onthe base. A toy mallet 30 is provided for striking the mole character onthe base. The toy is adapted so that during game play the LEDs on thetower are turned on or off by striking the character on the base so thatthe mole character on the tower is advanced upwardly to the level of atargeted LED. The targeted LED is then either turned on or off based ongame play rules and the player achieves a pre-determined number ofpoints. For example, if the number 6 LED is targeted, a player muststrike the mole figure on the base with an appropriate amount of forceto cause the mole figure on the tower to be advanced upwardly to thenumber 6 LED without reaching the number 7 LED. The game assembly 10includes game play for a number of different games which are based onthe concept of turning the LEDs either on or off.

The game piece 18 is provided in relation to the playing region forbeing advanced to the one or more of the designations in response to theplayer operable actuator 20, and is advanced to the one or more of thedesignations in response to the player skill instruction. FIGS. 1B and1C illustrate an operation of the game assembly 10 in which a puck orgame piece 18 disposed in relation to the playing region for beingadvanced in response to the player operable actuator 20 from the base12. As described further below, in this game the player attempts to hitdifferent areas on the tower as instructed by the game via LEDs locatedat different points on the tower, which includes a series of LED's alongthe vertical member and which is adapted for game play in which a playermust attempt to cause a character to be advanced upwardly to adesignated target LED in order to score points. Players must apply anappropriate amount of force to a target figure using mallet 30 or thelike, in order to cause a second figure to be advanced upwardly to apre-designated level adapted for game play in which players attempt tocause a character object to be advanced upwardly to a designated target,a series of targets, or different areas on the tower according toinstructions.

FIGS. 2B and 2C are perspective views of a game piece showing a molefigure embodiment comprising as a glamour cap puck 38 and cam surface 42and puck 40 components respectively. The mole character 18 provides anylon or acrylic puck mounted on the tower of the toy, with FIG. 2Dshowing the game piece disposed in a track 32 in relation to the playingregion for being advanced therein. The other components of the gameassembly are made of conventional PVC plastic or the like. A pluralityof switch elements 44, 46 at the playing region intermediate the firstend and second end of the elongated element 12 is associated with thetwo or more designations, wherein the indicator/information processor 72generates the player skill instruction, operatively coupled with theplurality of switch elements 44, 46 for determining positions of thegame piece disposed in relation to the playing region with reference tothe designations. Apertures for LED openings 48, 50 are provided betweenthe tracks 32 of the elongated element for light emitting elements. Thegame piece cam surface 42 also establishes a dwell time of severalmicroseconds at one or more of the plurality of switch elements whenadvanced in the playing region to the one or more of the designations.

Referring to FIG. 2E an electronics schematic diagram shows informationprocessor 72 and related circuitry including driver 74 for lightemitting elements and switches 78 for use in connection with the gamepiece disposed in the track 32, with the information processor 72 beingoperatively coupled with switch elements for determining a position ofthe game piece 18 disposed in relation to the playing region for beingadvanced with reference to designations of the playing region. Audiblesound output is provided with a speaker 76. The circuitry withIndicator/Information processor 72 generates player skill instructionsas described with reference to one or more of the designations, etc.

The actuator 20 is player operable actuating element 34 coupled with alever 56 and spring 58 responsive to the actuator 20, and FIGS. 3A and3B showing perspective and sectional views of the actuator 20 of thebase for use with the tower. The base element of the embodiment hasshown incorporates the actuator 20 as player operable according to aplayer skill for applying an appropriate amount of force to a targetfigure.

With reference to FIG. 4A the elongated tower element 12 is providedfrom sections where the elongated element 12 comprises one or more ofthe hinges shown in FIG. 4A. FIGS. 4B and 4C further illustrate theassembly of intermediate first and second ends 62, 64 in motions 66, 68as indicated with referenced arrows showing directions. FIG. 4D showsthe first end of the elongated element 12 being receivable at 36 withthe base element at 54 with, e.g., a ball and socket engagement or thelike for supporting the elongated tower element 12. As described, thebase element 14 supports the elongated element 12 in its substantiallyvertical orientation. The base element 14 may be provided as integralwith the elongated element 12. In the described embodiment the elongatedelement 12 comprises one or more hinges intermediate the first end andsecond end thereof, with the first end of the elongated element beingreceivable in the base element for supporting the playing region of theelongated element in a substantially vertical orientation. The assembledgame assembly 10 could be approximately 30 to 40 inches high, withcomponents including a base that houses electromechanical componentssuch as batteries, circuit board, buttons and mole character; andvertical sections that are hinged connected together using features ofdual 90 degree sliding hinges to form the tower, designed into thecolumn along with the breakaway feature such that the entire gameassembly 10 fits in a small box acceptable to retailers. The batteries(C cells) also provide a ballast weight for base 14 which others simplyhouses passive electronic components. The mole (puck) shape game piece18 is essentially flat and can accept a label. The mallet or hammer maybe constructed from plastic and/or dense foam. The game assembly 10 asis described may accommodate one or two players but multiple players arepossible. Upon power on, a light and sound show welcomes players.Players select a game, and once a game is selected the unit will directplayer one to take their turn and let them know if they are successfulor not. It will then direct player two to take a turn. After each playerhas completed the determined amount of turns the game will announcewinner/best score and prompt players to play again or choose anothergame.

With reference to FIGS. 5A-E, programming flow chart state diagrams areshown for the information processor 72 circuitry of FIG. 2E foroperating an indicator generating player skill instructions withreference to the designations of the game playing region and theplurality of light emitting, LEDs 16 a-16 i and associated switchelements 44, 46 determining positions of the game piece 18 disposed inrelation to the playing region in response to the actuator 20. Asdescribed the player skill applies the appropriate amount of force tothe target figure in order to cause the second figure to be advancedupwardly to pre-designated levels on a tower with reference to thedesignations of the game playing region.

The below Sound/Phrase Table, illustrates exemplary Sound effect (SPX),SP (Speech) and Music audio samples generated using theIndicator/Information processor 72 of the game assembly 10. Variousskill game/game play examples are illustrated herein and below. Withreference to FIG. 5A, the programming flow chart 80 provides a PowerUp/Game choice block 82 which proceeds to Game Select 82. From the gameselect control states shown it is appreciated that the flow chart 80state diagram proceeds to select games, herein Hammer Time 86 (see FIG.5B); Lights Out (Super Striker below) 88 (see FIG. 5C); Hit 100 (PowerPlay below) 90 (see FIG. 5D); Zero to Sixty 92 (see FIG. 5E); otherwisePower off 94. With reference to FIG. 5B Hammer Time 86 proceeds to PlayHigh Score 96, and a 60 second timer is started at block 98 from whichdecision logic 100 illustrated determines Regions 1-9 and Turns Onrespective light emitting elements at blocks: LED1 102; LED2 104; LED3106; LED4 108; LED5 110; LED6 112; LED7 114; LED8 116; LED9 118respectively. After timeout, the player user score is provided at block120; update to the high score is provided at block 122; the informationprocessor 72 indicated “Wanna play again?” speech; and a 2 minute timeris started at block 126 from which the game state proceeds either to theSelect Game 84 state or Power Off 94.

With reference to FIG. 5C and Game example #2 (SUPER STRIKER) below, theLights Out game 88 or SUPER STRIKER game provides as an object of thegame to hit the striker with the hammer so that the puck puts out eachlight as it appears as quickly as possible. The game ends when fivelights are lit at the same time. As the game progresses the lights comeon faster and faster. Periodically the game will ask the player to ringthe bell. The player must hit the bell to score a bonus hit and the toplight will go out. When lights are lit at the same time, the game endsand the players will hear their total score in seconds. After timeout,the player user score is provided at block 120; update to the high scoreis provided at block 122; the information processor 72 indicated “Wannaplay again?” speech; and a 2 minute timer is started at block 126 fromwhich the game state proceeds either to the Select Game 84 state orPower Off 94.

With reference to FIG. 5D and Game example #3 (POWER PLAY) below, theHit 100 game 90 or SUPER STRIKER game provides as an object of the gameto light up all nine targets in the least time possible. After all thelights are lit and the bell at the top has been rung, theIndicator/Information processor 72 will announce the players' time inseconds. After timeout, the player user score is provided at block 120;update to the high score is provided at block 122; the informationprocessor 72 indicated “Wanna play again?” speech; and a 2 minute timeris started at block 126 from which the game state proceeds either to theSelect Game 84 state or Power Off 94.

With reference to FIG. 5E the Zero to Sixty game 92 provides as anobject of the game to score more point than an opposing player in aseries of games. After timeout, a 2 minute timer is started at block 126from which the game state proceeds either to the Select Game 84 state orPower Off 94. As described further below, other sill games arecontemplated such as a ROUTE 66 game in which the object of the game isto score 66 points in the least amount of time. In the one player gameplayers try to beat their best time. A timer starts as soon as theplayer hits the striker for the first time. Each target lit is worth 2points.

SOUND/PHRASE TABLE for exemplary Sound effect (SPX), SP (Speech), Music:

TYPE Phrase 1 Phrase 2 Phrase 3 SFX Powerup Speech Great to see ‘ya!Speech Choose a game. SFX Select/Start button sound Speech Route 66!Speech Super striker! Speech Power play! SFX Power/Select/Start buttonsound Speech How many players? Speech Ring the bell to let me know. SFXBell sound Speech One player! Speech Ready-go! Music Background Music 1SFX LED on/off Speech Hit the bell! SFX Bell sound SFX Reward soundSpeech Your score is (.020) Ten (020) Seconds. Speech Your score is(.020) Ten (020) Seconds. Speech Your score is (.020) Ten (020) Seconds.Speech Your score is (.020) Eleven (020) Seconds. Speech Your score is(.020) Twelve (020) Seconds. Speech Your score is (.020) Thirteen (020)Seconds. Speech Your score is (.020) Fourteen (020) Seconds. Speech Yourscore is (.020) Fifteen (020) Seconds. Speech Your score is (.020)Sixteen (020) Seconds. Speech Your score is (.020) Seventeen (020)Seconds. Speech Your score is (.020) Eighteen (020) Seconds. Speech Yourscore is (.020) Nineteen (020) Seconds. Speech Your score is (.020)Twenty (020) Seconds. Speech Your score is (.020) Twenty-one (020)Seconds. Speech Your score is (.020) Twenty-two (020) Seconds. SpeechYour score is (.020) Twenty-three (020) Seconds. Speech Your score is(.020) Twenty-four (020) Seconds. Speech Your score is (.020)Twenty-five (020) Seconds. Speech Your score is (.020) Twenty-six (020)Seconds. Speech Your score is (.020) Twenty-seven (020) Seconds. SpeechYour score is (.020) Twewnty-eight (020) Seconds. Speech Your score is(.020) Twenty-nine (020) Seconds. Speech Your score is (.020) Thirty(020) Seconds. Speech Wanna play again? Speech Great job! MusicBackground Music 2 Music Background Music 3

STARTING THE GAME:

Press the “POWER ON/OFF” button play: SFX PowerupProceed to: Music+LED (random flashing) begin simultaneously.After approximately 4 seconds begin instruction below:SP: <Great to see ya!>SP: <Choose a game!>Player presses “SELECT” button and players hear:

SP: <Route 66>

Player presses “SELECT” button and players hear:

SP: <Power Play>

Player presses “SELECT” button and players hear:

SP: <Super Striker>

When a player hears the game they wish to play:Player presses “START” buttonIndicator/Information processor 72 reaffirms the game selected byannouncing it:

Example 1 Indicator/Information Processor 72 Announces: <Route 66>

Player presses: “START” buttonIndicator/Information processor 72 announces: <Route 66>If the player does not wish to play this game player may press “SELECT”button again and Indicator/Information processor 72 will announce nextgame. If player does not press “SELECT” button again within 2 secondsthe following occurs:Indicator/Information processor 72 announces:SP: <How many players>SP: <Ring the bell to let me know>Each time “puck” reaches bell on the top of the tower play: SFX BellPlayer hits the target with the mallet to ring the bell—if bell is rungone time game announces: SP+32SP: <one player>If bell is rung two times game announces: SP+32SP: <two players>When a game selection is confirmed (Route 66, Superstriker, Power Play)the Indicator/Information processor 72 confirms the number of players.

GAME PLAY: GAME #1: ROUTE 66 FOR ONE PLAYER:

The object of the game is to score 66 points in the least amount oftime. In the one player game players try to beat their best time. Atimer starts as soon as the player hits the striker for the first time.Each target lit is worth 2 points.Player presses “START” button (Indicator/Information processor 72 asksfor number of players and player confirms “STARTING GAME PLAY”)SP+score+SP<High score is XXX seconds>

SP+SP<Ready Go!> Music

When an LED is activated (ON or OFF) play sound effect. Player attemptsto light up each section as quick as possible in order to score 66points. Once a player scores 66 points the game will announce:

score+SP<XX seconds>SP<great job>If the player has not scored 66 points after 60 seconds have expired theIndicator/Information processor 72 announces:SP<holey moley>SP<wanna play again>If player pressed “START” button proceed to:SP+score+SP<High score is XXX>

SP+SP<Ready Go!> Music<SFX Music>

If player presses “SELECT” button proceed to game select sequence under“START THE GAME”. If player DOES NOT press “START” or “SELECT” buttonafter 120 seconds then proceed to SLEEP MODE while maintaining gamestate memory (high scores).

FOR TWO PLAYERS:

Players play head to head. A timer starts as soon as the striker is hitfor the first time. The object of the game is to be the first player toscore 66 points or higher. Players have 20 seconds each turn to light upas many targets as possible. Each target lit is worth 2 points. Shouldplayer 1 score 66 points or higher during their turn, the game willannounce:SP+score+SP<High score is XXX seconds>SP+SP<Player one>SP+SP<Ready go!>

Music

Timer does not begin until the mole is hit with the mallet for the firsttime. Player one attempts to score as many points as possible for a 20second duration.Indicator/Information processor 72 announces:

<SFX>

SP+SP<Player one>SP+score+SP<Your score is XXX seconds>Indicator/Information processor 72 announces:SP+SP<Player two>SP+SP<Ready go!>

Music

Timer does not begin until the mole is hit with the mallet for the firsttime. Player two attempts to score as many points as possible for a 20second duration.Turns continue until one player accumulates 66 or more points. If Player1 accumulates 66 points first then the following occurs:Indicator/Information processor 72 announces:SP+SP+SP<Player two last chance>Player 2 has an opportunity to out score player 1.If Player 2 succeeds in scoring more points than player one thenIndicator/Information processor 72 announces:SP+SP<Player two>SP<You win>In the event of a tie the game will announce:SP<tie score>SP+SP<Player one>SP<Last chance>SP+SP<Ready go>Player one attempts to score as many points as possible during a 20second duration. At end of turn Indicator/Information processor 72announces:SP+SP<Player one>SP+score+SP<Your score is XXX points> these points are added to playersexisting point totalIndicator/Information processor 72 announces:SP+SP<Player two>SP<Last chance>SP+SP<Ready go>Player two attempts to score as many points as possible during a 20second duration. At the end of turn Indicator/Information processor 72announces:SP+SP<Player two>SP+score+SP<Your score is XXX points> these points are added to playersexisting point totalIf either player is winner game announces:SP+SP/SP<Player one/two>SP<You win>In the event of a tie the game will announce:SP<Tie game>SP<Wanna play again>

If player pressed “START” button proceed to: (Indicator/Informationprocessor 72 asks for number of players and player confirms “STARTINGGAME PLAY”)

Proceed according to number of players identified. If player presses“SELECT” button proceed to game select sequence under “STARTING THEGAME”. If player DOES NOT press “START” or “SELECT” button after 120seconds then proceed to SLEEP MODE while maintaining game state memory(high scores).

GAME #2: SUPER STRIKER FOR ONE PLAYER:

The object of the game is to hit the striker with the hammer so that thepuck puts out each light as it appears as quickly as possible. The gameends when five lights are lit at the same time. As the game progressesthe lights come on faster and faster. Periodically the game will ask theplayer to ring the bell. The player must hit the bell to score a bonushit and the top light will go out. When 5 lights are lit at the sametime, the game ends and the players will hear their total score inseconds.Player presses “START” button (Indicator/Information processor 72 asksfor number of players and player confirms “STARTING GAME PLAY”)SP+score+SP<High score is XXX seconds>

SP+SP<Ready Go!> Music

At (2 second intervals—as game progresses lights come on at a fasterpace) lights come on at random locations. Player attempts turn off thelights by launching the puck to the appropriate section (illuminated).If 5 lights become illuminated at the same time, game ends. Periodicallythe game will call out: SP<ring it>When a player hears this prompt they can launch the puck to hit the bellas a bonus. If the player hits the bell within (2 seconds) of hearingthe prompt then the top most light illuminated at the time will go out.Upon the condition of 5 lights being illuminated concurrently, theIndicator/Information processor 72 will announce:

<SFX>

SP<Great job>SP+score+SP<Your score is XXX seconds>SP<Wanna play again>If player pressed “START” button proceed to: (Indicator/Informationprocessor 72 asks for number of players and player confirms “STARTINGGAME PLAY”) Proceed according to number of players identified. If playerpresses “SELECT” button proceed to game select sequence under “STARTINGTHE GAME”. If player DOES NOT press “START” or “SELECT” button after 120seconds then proceed to SLEEP MODE while maintaining game state memory(high scores).

FOR TWO PLAYERS:

Players play head to head. A timer starts as soon as the first light isactivated. The object of the game is to last the longest before the gamegets 5 lights on. If player pressed “START” button proceed to:(Indicator/Information processor 72 asks for number of players andplayer confirms “STARTING GAME PLAY”). Indicator/Information processor72 announces:SP+score+SP<High score is XXX seconds>SP+SP<Player one>SP+SP<Ready go>Lights begin random sequence.

Player one continues to “turn off” lights as they come on. Upon thecondition of 5 lights being illuminated concurrently, theIndicator/Information processor 72 will announce:

<SFX>

SP<Great job>SP+score+SP<Your score is XXX seconds>Game then announces:SP+SP<player two>SP+SP<ready go>Player two continues to “turn off” lights as they come on. Upon thecondition of 5 lights being illuminated concurrently, theIndicator/Information processor 72 will announce:

<SFX>

SP<Great job>SP+score+SP<Your score is XXX seconds>Game will then announce winner.SP+SP/SP<player one/two>SP<you win>SP<wanna play again>If player pressed “START” button proceed to: (Indicator/Informationprocessor 72 asks for number of players and player confirms “STARTINGGAME PLAY”)SP+score+SP<High score is XXX seconds>

SP+SP<Ready Go!> Music

In the event of a tie Indicator/Information processor 72 will announce:SP<tie score>SP+SP<Player one>SP<Last chance>SP+SP<Ready go>Lights begin random sequence.Player one continues to “turn off” lights as they come on. Upon thecondition of 5 lights being illuminated concurrently, theIndicator/Information processor 72 will announce:

<SFX>

SP<Great job>SP+score+SP<Your score is XXX seconds>Game then announces:SP+SP<Player two>SP<Last chance>SP+SP<Ready go>Player one continues to “turn off” lights as they come on. Upon thecondition of 5 lights being illuminated concurrently, theIndicator/Information processor 72 will announce:

<SFX>

SP<Great job>SP+score+SP<Your score is XXX seconds>Indicator/Information processor 72 announces winner if appropriate:SP+SP/SP<Player 1/2 you win>If score is still tied Indicator/Information processor 72 announces:SP<Tie score>SP<wanna play again>If player pressed “START” button proceed to: (Indicator/Informationprocessor 72 asks for number of players and player confirms “STARTINGGAME PLAY”). Proceed according to number of players identified. Ifplayer presses “SELECT” button proceed to game select sequence under“STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” buttonafter 120 seconds then proceed to SLEEP MODE while maintaining gamestate memory (high scores).

GAME #3: POWER PLAY FOR ONE PLAYER:

The object of the game is to light up all nine targets in the least timepossible. After all the lights are lit and the bell at the top has beenrung, the Indicator/Information processor 72 will announce the players'time in seconds. Player presses “START” button (Indicator/Informationprocessor 72 asks for number of players and player confirms “STARTINGGAME PLAY”)SP+score+SP<High score is XXX seconds>

SP+SP<Ready Go!> Music

Player attempts to light up each section of the tower by launching thepuck. After all sections are lit the game will announce:SP<hit the bell>Player takes one last hit with the mallet to hit the bell. Game thenannounces:SP+score+SP<your score is XXX seconds>SP<wanna play again>If player pressed “START” button proceed to: (Indicator/Informationprocessor 72 asks for number of players and player confirms “STARTINGGAME PLAY”). Proceed according to number of players identified. Ifplayer presses “SELECT” button proceed to game select sequence under“STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” buttonafter 120 seconds then proceed to SLEEP MODE while maintaining gamestate memory (high scores).

FOR TWO PLAYERS:

Player presses “START” button (Indicator/Information processor 72 asksfor number of players and player confirms “STARTING GAME PLAY”)SP+score+SP<High score is XXX>SP+SP<Player one>

SP+SP<Ready Go!> Music

Player one attempts to light up each section as quickly as possible upondoing so the Indicator/Information processor 72 will instruct:SP<hit the bell>Indicator/Information processor 72 will then announce:SP+score+SP<your score is XX seconds>Indicator/Information processor 72 will then proceed to:SP+SP<player two>

SP+SP<Ready Go!> Music

Player two attempts to light up each section as quickly as possible.Upon doing so the Indicator/Information processor 72 will announce:SP+score+SP<your score is XX seconds>SP+SP/SP+SP<player 1/2 you win>SP<wanna play again>

From the foregoing, it can be seen that there has been provided featuresfor improved game piece advancing skill games and methods. While aparticular embodiment of the present invention has been shown anddescribed, it will be obvious to those skilled in the art that changesand modifications may be made without departing from the invention inits broader aspects. Therefore, the aim is to cover all such changes andmodifications as fall within the true spirit and scope of the invention.The matter set forth in the foregoing description and accompanyingdrawings is offered by way of illustration only and not as a limitation.The actual scope of the invention is intended to be defined bysubsequent claims when viewed in their proper perspective based on theprior art.

1. A player skill game apparatus, comprising: an elongated elementincluding a playing region intermediate a first end and a second end ofthe elongated element with two or more designations thereon; a baseelement for supporting the elongated element in a substantially verticalorientation; an indicator for generating a player skill instruction withreference to one or more of the designations; an actuator that is playeroperable in response to the player skill instruction; and a game piecedisposed in relation to the playing region for being advanced inresponse to the player operable actuator.
 2. An apparatus as recited inclaim 1 wherein the base element is integral with the elongated element.3. An apparatus as recited in claim 1 wherein the elongated elementcomprises one or more hinges intermediate the first end and second endthereof, with the first end of the elongated element being receivable inthe base element for supporting the playing region of the elongatedelement in a substantially vertical orientation.
 4. An apparatus asrecited in claim 1 comprising a bell at the second end of the elongatedelement.
 5. An apparatus as recited in claim 1 wherein the game piece isprovided in relation to the playing region for being advanced to the oneor more of the designations in response to the player operable actuator.6. An apparatus as recited in claim 1 wherein the game piece is advancedto the one or more of the designations in response to the player skillinstruction.
 7. An apparatus as recited in claim 6 wherein the gamepiece is advanced to another one or more of the designations in responseto a further player skill instruction.
 8. An apparatus as recited inclaim 1 wherein the actuator imparts movement for advancement of thegame piece in the playing region to one or more of the designations. 9.An apparatus as recited in claim 1 wherein the actuator is provided withthe base element for imparting movement to the game piece for beingadvanced in the playing region intermediate a first end and a second endof the elongated element to one or more of the designations.
 10. Anapparatus as recited in claim 1 wherein the actuator comprises a leverassembly in the base element.
 11. An apparatus as recited in claim 1wherein the indicator for generating the player skill instructioncomprises a plurality of light emitting elements positioned withreference to one or more of the designations.
 12. An apparatus asrecited in claim 1 wherein the indicator comprises an annunciator forgenerating an audible player skill instruction with reference to one ormore of the designations.
 13. An apparatus as recited in claim 1,comprising a plurality of switch elements at the playing regionintermediate the first end and second end of the elongated elementassociated with the two or more designations, wherein the indicatorcomprises an information processor for generating the player skillinstruction, said information processor being operatively coupled withthe plurality of switch elements for determining a position of the gamepiece disposed in relation to the playing region with reference to thedesignations.
 14. An apparatus as recited in claim 13 wherein the gamepiece comprises a puck and a cam surface to dwell at one of theplurality of switch elements when advanced in the playing region to theone or more of the designations.
 15. A player skill game apparatus,comprising: an elongated element including a playing region intermediatea first end and a second end of the elongated element with two or moredesignations thereon; a base element for supporting the elongatedelement in a substantially vertical orientation; a game piece; aninformation processor for generating a player skill instruction withreference to one or more of the designations; and an actuator that isplayer operable in response to the player skill instruction, saidinformation processor determining a position of the game piece disposedin relation to the playing region with reference to the designations.16. An apparatus as recited in claim 15, wherein said game piece isadvanced in relation to the playing region in response to the playeroperable actuator.
 17. An apparatus as recited in claim 16 wherein thegame piece is advanced to the one or more of the designations inresponse to the player skill instruction.
 18. An apparatus as recited inclaim 17 wherein the game piece is advanced to another one or more ofthe designations in response to a further player skill instruction. 19.A player skill game method, comprising: providing two or moredesignations on a playing region intermediate a first end and a secondend of an elongated element with a game piece disposed in relation tothe playing region; supporting the elongated element in a substantiallyvertical orientation; generating a player skill instruction withreference to one or more of the designations; operable player actuationfor use in response to the player skill instruction; and determining aposition of the game piece disposed in relation to the playing regionwith reference to the designations in response to the player operableactuator.
 20. A method as recited in claim 19 comprising informationprocessing for generating various modes of game play.